Game Zones, Terms, and Information

Use these terms whenever BREACH rules, cards, or players describe where cards are, what an action means, and what information everyone is allowed to know.

Game Zones

DeckA face-down stack of cards players draw from. Each card type has its own deck unless a rule says otherwise.
HandCards held by a team but not yet played. Hand contents are hidden information.
Active TeamThe characters currently selected for the round. Active characters are open information once selected.
Character RosterA team’s known pool of available characters outside the Active Team. Also called the bench or reserve.
Available ToolsTool cards currently available to buy or play. These are open information while laid out in the available area.
In PlayCards currently committed to the active round, including chosen characters, played tools, and the active Situation Card.
Discard PileFace-up pile where used, discarded, defeated, or resolved cards go unless a card says otherwise.
Removed from GameCards that are no longer available for the rest of the game. Keep these separate from discard piles.

Standard Action Terms

DrawTake the top card of the appropriate deck and add it to your hand or roster, as instructed.
RevealTurn a hidden card face-up so all players can see it.
PlayMove a card from your hand or available area into play and apply its effect.
Buy / PurchaseSpend Budget Points to move a card from the available area into your hand, roster, or in play.
DiscardMove a card to its owner’s discard pile. Discarded cards are face-up unless a rule says otherwise.
TargetChoose the card, character, team, player, or zone that an effect will apply to. A target must be legal when declared.
ResolveCarry out the effect of a card, roll, or declared action after all required choices are made.
Cancel / PreventStop an effect before it resolves.
ReplaceDiscard or remove one card and put another card in its place, following the rule that allowed the replacement.
RefillDraw or reveal cards until a zone reaches its required size.

Declaring Actions

When a team declares an action, clearly state:

  1. The card or ability being used.
  2. Any Budget Points being spent.
  3. The target, if the action has one.
  4. Any category, role, or situation requirement being claimed.
  5. The intended effect.
Table phrase: “I am playing or using ___, targeting ___, spending ___ Budget Points, to ___.”

Once an action is declared, do not change the target, selected card, or spending choice unless the action was illegal, both teams agree to correct a mistake, or a card/rule specifically allows the change.

Open and Hidden Information

Open Information

All players may inspect or ask about current Budget Point counters, the active Situation Card, active team characters, available tools, cards in play, discard piles, public card text, printed categories and valid responses on revealed cards, and the number of cards in any hand, deck, discard pile, or roster.

Hidden Information

Only the owning team knows cards in hand, face-down deck order, unrevealed drawn cards, and any face-down choices created by a rule.

Players may not lie about open information. Players may bluff, speculate, or negotiate about hidden information unless a card or rule requires honesty.

Timing

  1. Declare the action.
  2. Choose targets and required options.
  3. Pay costs such as Budget Points or discards.
  4. Check legality using the card text and current game state.
  5. Resolve the action.
  6. Move used cards to the proper zone, usually In Play or the Discard Pile.
  7. Refill any zone if the rules say to refill after the action.
Back to BREACH Playtest Guide